I am not sure how to handle situation when out objects (player) is in center (0,0) point of game which is crossing of four quads. How to handle that case?
This image shows problem:
Red rectangle is ...

In my game, I procedurally generate tile map mesh and modify it when travelling around the "world". Each tile is a quad. So they each, have their own UV points. (Obviously)
I am using Unity for this, ...

I new to both Java and game development and working on my first LibGDX game targeting mobile systems.
How problematic is the garbage collector in a mobile environment? Should I try to reuse as many ...

I am developing a kind of vertical endless running game, where the character has 4 possible lanes to be in. I am using libGDX and want the character to change lanes by adding a horizontal velocity to ...

I'm creating a simple 2D game and got a little bit stuck with this algorithm. What I wanted to achieve - and achieved - is to draw a visibility cone influenced by walls and other obstacles on the map.
...

I'm working on level/character assets where I'm finding that I use only very little amounts of normal mapping on them, resulting in 2048x2048 textures that are mostly blue/purple. Is there any method ...

I'm using XNA and all of my drawing is done in the main thread. I am CPU-bound and I thought I could gain performance by moving some non-update logic (like animation update) from the update loop into ...

I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...

In OpenGL, most shader uniform variables are easy, a float or a vec3 or whatever is associated with a shader program. But samplers are different, we associate a texture unit to the shader program, and ...

I have an atomic counter in my fragment shader that my application reads after each drawcall. I am currently using glMapBufferRange with GL_MAP_READ_BIT set. This absolutely destroys my applications ...

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind.
My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...

So, I've been playing around with the concept of a game, mechanically think of the Civilization games(Tile, turn-based strategy) but I am quite uncertain about where I should store the units location ...

We're talking about fairly anal levels of optimisation here that I wouldn't really worry about in anything other than mobile games. Let's say for example you were drawing a texture to the screen in a ...

I'm trying to determine if this is an optimization I should pursue or if this is way to complicated to be worth my time. I've successfully implemented the A Star Algorithm for my video game. I used ...

I've been working on a game in Java that, for this post's sake, looks like Terraria and has random world generation. I've been using Vectors to contain my tile/block objects, but recently due to the ...

So I'm making a side-scrolling adventure type game in Java. The worlds are procedurally generated, so I can't manually place tiles. Therefore, I every 20 ticks (1/3 second) I update every block's tile ...

I'm moving fewer than 10 position: absolute elements around the screen. An enormous amount of CPU time (profiled in Chrome as (program) i.e. native code) is used where I do the following:
style.left ...

I'm not really familiar with programming but I wanted to ask if someone could give me some tips. I would like my game maps could be easily designed in some kind of graphics editor. I came with an idea ...

I'm writing a managed (c#) game engine and have stumbled on a bit of a crossroads in design/implementation regarding matrix types.
Matrix types need to be optimized for marshaling to native graphics ...